Version control for game projects
Commit, branch and lock large files from one panel. No command line, nothing to set up.
What you get
Large files just work
Meshes, textures, audio and scenes are versioned like any other file. No Git LFS and no tracking rules to set up first.
Locks for files that cannot merge
Check out a .blend or a .uasset and the file tree shows everyone that you hold it, so two people do not edit the same binary.
Real diffs for text
Scenes, scripts, materials and project files get a unified diff. Binaries show their size and their lock instead of a garbled patch.
Commit now, push when ready
A commit is saved on your machine. Push sends it to the team, so it is the one step that needs the network.
Branches without a terminal
Create, switch and merge by clicking. A merge that conflicts lists the files to settle by name.
Who changed what
Every commit records who made it, and that travels with the commit to everyone else's copy.
The details
- Storage
- Hosted by us. 10 GB of history on Solo, 500 GB on Studio, from 5 TB on Enterprise.
- Locks
- Advisory: they show the team who is working on a file, and do not block a push. They never expire on a timer, and an owner can override one that was left behind. Cloud projects only.
- Partial checkout
- Choose which parts of the project to download with a view file when you clone.
- Engines
- Any. Godot, Unity and Unreal projects all work the same way.
- Deleting a branch
- Archives it. Nothing in the app removes history.
- Built on
- Lore, the open-source version control from Epic Games. How Lore works
Bring an existing project
Your files come across as they are today.
- From a git URL, public or private. Needs git installed.
- From a synced Perforce workspace.
- From a folder or a zip.
- Git LFS pointer files are caught and refused. A file starting
version https://git-lfs.github.com/spec/v1is a stub, not your texture.
History does not come across. The import is one commit, and recent commit or changelist messages from the old system are saved on it.
What it does not do
- No git interop. You cannot push to GitHub from it.
- No pull requests or code review.
- No blame or line-by-line history yet. History is per commit and per file.
- No hooks on push. Builds start from the app, not from a commit.
- No submodules. One project is one repository.
- The desktop app is Windows only.